using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName = "DataDetails", menuName = "Data/DataDetails")]
public class DataDetails_SO : ScriptableObject
{
    public DataDetails DataDetails;

    public void ReloadData()
    {
        Settings.playerSpeed = DataDetails.playerSpeed;
        Settings.climbSpeed = DataDetails.climbSpeed;
        Settings.protalSpeed = DataDetails.protalSpeed;
        Settings.protalWaitCount = DataDetails.protalWaitCount;
        Settings.chasespeed = DataDetails.chasespeed;
        Settings.waitShotTime = DataDetails.waitShotTime;
        Settings.fixTime = DataDetails.fixTime;
        Settings.hideSpeed = DataDetails.hideSpeed;
        Settings.climbForce = DataDetails.climbForce;
        Settings.jumpForce = DataDetails.jumpForce;
    }
    
}

[System.Serializable]
public class DataDetails
{
    [Header("移动速度")]
    public int playerSpeed;

    [Header("跳跃高度")] public int jumpForce;
    [Header("攀爬移动")] public Vector2 climbSpeed;
    
    [Header("士兵巡逻速度")]
    public int protalSpeed;
    [Header("士兵在边缘点停留时间")]
    public float protalWaitCount;
    [Header("士兵追击速度")]
    public int chasespeed;

    [Header("士兵准备射击时间")]
    public int waitShotTime;
    [Header("士兵修理灯时间")]
    public int fixTime;

    [Header("玩家进入躲避灯塔的躲避物所能移动的速度")]
    public int hideSpeed;

    [Header("攀爬时按跳跃的力度")] public int climbForce;
}
